Rising Storm Game of the Year Edition - contact@rockpapershotgun.com (Jim Rossignol)

Tripwire is set to release a new free content pack for Rising Storm – the Pacific Theatre cousin of Red Orchestra 2 – and it’s called Island Assault. The name implies much. I had a play with it over the weekend, and I’ll tell you about that experience, below. (There’s a trailer, too!)

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Red Orchestra 2: Heroes of Stalingrad with Rising Storm - [TW]Yoshiro
This is the near final changelog for the upcoming RO2/RS patch.

Content
  • Multiplayer Campaign Mode made officially released and Pacific campaign added - Multiplayer Campaign Mode is an all new paradigm in multiplayer FPS games – more than just a game type, it ties the game types and individual matches together into a campaign that can last hours. This gives the multiplayer game more depth than ever before – individual matches now matter for the overall victory or loss in the MP campaign. Both sides battle it out to control territories on a large scale battle map, voting on which territories to attack, whether to attempt to take more territory, or to defend and try to grind down the enemies resources. We like to say it is like a “meta” game of Risk. MP Campaign was cut before the original launch of Red Orchestra 2 due to time constraints, but now returns with both a Stalingrad and Pacific theater campaign.
  • All new level Betio. The tiny island of Betio was the scene of the heaviest fighting during the Battle of Tarawa in November 1943, the first major US amphibious offensive of the Pacific Theater. The map here recreates the push of the US 2nd Marine Division across the devastated island against their counterparts in the 6th Special Naval Landing Force (the Japanese 'Marines') as the US forces attempt to disable key tactical objectives such as naval guns and transmitter stations. The map favors desperate pitched defenses and assaults at all costs and features extensive use of destroyable objectives. So engineers get those satchel charges primed!
  • New Russian weapon - PPS-42 SMG. Born out of desperation during the siege of Leningrad, the PPS-42 provides the Russian's with a powerful, lightweight SMG option.
  • New Japanese weapon - Type 97 Sniper Rifle. More accurate, but less powerful than the existing Type 99 sniper rifle, this weapon gives the Japanese another way to reach out and touch their enemies.

Gameplay
  • Refined prone system - Players will now be able to successfully prone in many more locations
  • Crawling through tight spaces (e.g. trenches) is less restrictive
  • Japanese Type 38 rifle now gets additional ammo clips at level 3
  • Fixed being able to single fire a BAR with a burned-out barrel
  • Removed plus-one reloading for the PPSH 41
  • Dropping a primed grenade when killed can now award points for kills
  • Fixed issue where Aerial recon planes were spawning at the wrong location when team roles were reversed.
  • Refined Countdown game mode to prevent gameplay exploits where one team would suicide after capturing an objective to improve their chances of winning (* Special thanks to THOR's mod *)
  • Removed spawn protection when spawning on squad leader
  • Fixed being able to spawn on the other team’s MGer
  • Fixed M1917 firing too high
  • Disabled spawning on MGer when spawning on SL is disabled
  • Fixed spawn delay after accepting battlefield commission after a round has begun

Level Design

Took a pass through many maps to improve gameplay balance including the following maps: Apartments, Barracks, Commissars House, Mamayev Kurgan, Pavlov’s House, Red October Factory, Station, Spartanovka, Hanto, Peleliu, and Guadalcanal.

The full changelog is too big for a Steam announcement. Additional changes can be found here: http://forums.tripwireinteractive.com/showthread.php?t=95378
Red Orchestra 2: Heroes of Stalingrad with Rising Storm - [TW]Yoshiro
This is the near final changelog for the upcoming RO2/RS patch.

Content
  • Multiplayer Campaign Mode made officially released and Pacific campaign added - Multiplayer Campaign Mode is an all new paradigm in multiplayer FPS games – more than just a game type, it ties the game types and individual matches together into a campaign that can last hours. This gives the multiplayer game more depth than ever before – individual matches now matter for the overall victory or loss in the MP campaign. Both sides battle it out to control territories on a large scale battle map, voting on which territories to attack, whether to attempt to take more territory, or to defend and try to grind down the enemies resources. We like to say it is like a “meta” game of Risk. MP Campaign was cut before the original launch of Red Orchestra 2 due to time constraints, but now returns with both a Stalingrad and Pacific theater campaign.
  • All new level Betio. The tiny island of Betio was the scene of the heaviest fighting during the Battle of Tarawa in November 1943, the first major US amphibious offensive of the Pacific Theater. The map here recreates the push of the US 2nd Marine Division across the devastated island against their counterparts in the 6th Special Naval Landing Force (the Japanese 'Marines') as the US forces attempt to disable key tactical objectives such as naval guns and transmitter stations. The map favors desperate pitched defenses and assaults at all costs and features extensive use of destroyable objectives. So engineers get those satchel charges primed!
  • New Russian weapon - PPS-42 SMG. Born out of desperation during the siege of Leningrad, the PPS-42 provides the Russian's with a powerful, lightweight SMG option.
  • New Japanese weapon - Type 97 Sniper Rifle. More accurate, but less powerful than the existing Type 99 sniper rifle, this weapon gives the Japanese another way to reach out and touch their enemies.

Gameplay
  • Refined prone system - Players will now be able to successfully prone in many more locations
  • Crawling through tight spaces (e.g. trenches) is less restrictive
  • Japanese Type 38 rifle now gets additional ammo clips at level 3
  • Fixed being able to single fire a BAR with a burned-out barrel
  • Removed plus-one reloading for the PPSH 41
  • Dropping a primed grenade when killed can now award points for kills
  • Fixed issue where Aerial recon planes were spawning at the wrong location when team roles were reversed.
  • Refined Countdown game mode to prevent gameplay exploits where one team would suicide after capturing an objective to improve their chances of winning (* Special thanks to THOR's mod *)
  • Removed spawn protection when spawning on squad leader
  • Fixed being able to spawn on the other team’s MGer
  • Fixed M1917 firing too high
  • Disabled spawning on MGer when spawning on SL is disabled
  • Fixed spawn delay after accepting battlefield commission after a round has begun

Level Design

Took a pass through many maps to improve gameplay balance including the following maps: Apartments, Barracks, Commissars House, Mamayev Kurgan, Pavlov’s House, Red October Factory, Station, Spartanovka, Hanto, Peleliu, and Guadalcanal.

The full changelog is too big for a Steam announcement. Additional changes can be found here: http://forums.tripwireinteractive.com/showthread.php?t=95378
Red Orchestra 2: Heroes of Stalingrad with Rising Storm - [TW]Yoshiro
Red Orchestra 2 has just joined the Indie Gala Flashpoint Sale. So head on over for a great deal on some games for yourself (or pick up some extra copies for friends!).

If you need to convince your friends to play, you can show them that Red Orchestra 2 has been added to IGN's Top 100 Shooter List.

We also would like to announce that the RO 2 Flask is currently on sale in the Tripwire Interactive Web Store. Pick yours up today (or browse around and find something to your liking)!

See you on the front!
Red Orchestra 2: Heroes of Stalingrad with Rising Storm - [TW]Yoshiro
Red Orchestra 2 has just joined the Indie Gala Flashpoint Sale. So head on over for a great deal on some games for yourself (or pick up some extra copies for friends!).

If you need to convince your friends to play, you can show them that Red Orchestra 2 has been added to IGN's Top 100 Shooter List.

We also would like to announce that the RO 2 Flask is currently on sale in the Tripwire Interactive Web Store. Pick yours up today (or browse around and find something to your liking)!

See you on the front!
Red Orchestra 2: Heroes of Stalingrad with Rising Storm - [TW]Yoshiro
With PAX Prime 2013 now behind us, the teams at Tripwire and Anti Matter Games have been working to finish up the next patch for Red Orchestra 2 / Rising Storm. Recent changes to the Rising Storm Beta application reflect this, such as the removal of Skirmish from the Menu's (as it will not be released in this patch as we continue to work on the game mode) and others.

Betio gameplay has been locked down, and is having final refinements and optimizations worked on. This includes making sure everything has been set up properly and bugs are squashed away. So prepare to get your boots wet soon!

We've also recently made major refinements to the prone system, that will allow players to successfully prone in many more locations. But don't just take my word for it, grab the Rising Storm beta and try for yourselves! When players go to prone, where previously they would collide with the world, the game will now push or rotate them away from the object prevent them from hitting the ground.

We have also recently introduced changes to Classic mode in the beta. First and foremost player movement speed has been increased to the Realism base speed. We have also made changes to weapons handling with increased recoil on most weapons (smgs will see the biggest impact with more side to side recoil), increased sway and jitter, as well as a major change to going into iron sights.

When players go into iron sights (unlike RO 1 and RO 2) they will now be at full sway, which will settle down as they stay in iron sights. Based on beta player feedback we are also making two more changes that will shortly join the beta. The first will be increased sway when players change stances (such as going from crouched to standing). The second change is that now when players try to iron sight from sprinting, the game will put them into iron sights, at a slower speed and still keeping them from firing until they are fully up.

See you on the front!
Red Orchestra 2: Heroes of Stalingrad with Rising Storm - [TW]Yoshiro
With PAX Prime 2013 now behind us, the teams at Tripwire and Anti Matter Games have been working to finish up the next patch for Red Orchestra 2 / Rising Storm. Recent changes to the Rising Storm Beta application reflect this, such as the removal of Skirmish from the Menu's (as it will not be released in this patch as we continue to work on the game mode) and others.

Betio gameplay has been locked down, and is having final refinements and optimizations worked on. This includes making sure everything has been set up properly and bugs are squashed away. So prepare to get your boots wet soon!

We've also recently made major refinements to the prone system, that will allow players to successfully prone in many more locations. But don't just take my word for it, grab the Rising Storm beta and try for yourselves! When players go to prone, where previously they would collide with the world, the game will now push or rotate them away from the object prevent them from hitting the ground.

We have also recently introduced changes to Classic mode in the beta. First and foremost player movement speed has been increased to the Realism base speed. We have also made changes to weapons handling with increased recoil on most weapons (smgs will see the biggest impact with more side to side recoil), increased sway and jitter, as well as a major change to going into iron sights.

When players go into iron sights (unlike RO 1 and RO 2) they will now be at full sway, which will settle down as they stay in iron sights. Based on beta player feedback we are also making two more changes that will shortly join the beta. The first will be increased sway when players change stances (such as going from crouched to standing). The second change is that now when players try to iron sight from sprinting, the game will put them into iron sights, at a slower speed and still keeping them from firing until they are fully up.

See you on the front!
Red Orchestra 2: Heroes of Stalingrad with Rising Storm - [TW]Ramm-Jaeger
We have opened up the beta that we are running which includes content for future updates for Rising Storm and Red Orchestra 2. If you would like to participate just download the "Rising Storm Beta" in your Steam games list. Then keep an eye out for playtest events announced in this game group. The next playtest is in 20 minutes, so if you hurry you can get in to play some new stuff now! Today we'll be playing the new RS map Betio.
Red Orchestra 2: Heroes of Stalingrad with Rising Storm - [TW]Ramm-Jaeger
We have opened up the beta that we are running which includes content for future updates for Rising Storm and Red Orchestra 2. If you would like to participate just download the "Rising Storm Beta" in your Steam games list. Then keep an eye out for playtest events announced in this game group. The next playtest is in 20 minutes, so if you hurry you can get in to play some new stuff now! Today we'll be playing the new RS map Betio.
Red Orchestra 2: Heroes of Stalingrad with Rising Storm - [TW]Yoshiro
The first official new Rising Storm map coming your way takes you to the beaches of Betio. Even today the effects of the Japanese capture and American assault of this island in the Tarawa lagoon can still be seen. As part of the American force you will be tasked with pushing off the beach and capturing the island, as the Japanese Special Naval Landing Force you will attempt to drive the attacking Americans back into the sea from dug in bunkers and trench lines. Over the coming weeks we will are looking at opening up the beta to gather more game play balance feedback.

Recently I mentioned we were working on fixing up and officially releasing Campaign mode, but that isn't all! Work has also been going into Skirmish mode. What is Skirmish you ask? Our take on co-op style play, featuring a small group of humans versus a team of enemy AI. And we will have this game mode playable in alpha state at PAX as we gather feedback! So stop on by if you are going to be there.

As always we continue to fix bugs and look at ways we can improve the game moving forward. See you on the battlefield!
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